This buggar won't move and fire - Page 2

This buggar won't move and fire

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FLOZi
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Post by FLOZi »

Complicated wrote:So the solution is ? xD
It depends on if you meant 'the unit refuses to fire when moving' as i interpreted it, or 'the unit will neither move, nor fire' as yuritch and others interpreted it.
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KDR_11k
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Post by KDR_11k »

In the former case take FLOZi's advice: Kill the while loop in AimWeaponX.
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Complicated
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Post by Complicated »

The unit does move or fire, it just doesn't moving whilest firing.
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rattle
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Post by rattle »

Does it stand still when it fires or does animation just not play? You need to be more specific.
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Complicated
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Post by Complicated »

Yeah, it can stand and fire, just not while moving, the movement class is kbot2 (Just like the warrior) it moves around the map fine but chooses not to fire when moving.
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Complicated
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Post by Complicated »

Code: Select all

Spring 0.75b2 has crashed.
Exception: Access violation (0xc0000005)
Exception Address: 0x0e3bcca6
DLL information:
0x00400000	spring
0x7c900000	ntdll
0x7c800000	kernel32
0x77dd0000	ADVAPI32
0x77e70000	RPCRT4
0x73f10000	dsound
0x77c10000	msvcrt
0x7e410000	USER32
0x77f10000	GDI32
0x774e0000	ole32
0x76b40000	WINMM
0x77c00000	VERSION
0x68b20000	GLU32
0x5ed00000	OPENGL32
0x73760000	DDRAW
0x73bc0000	DCIMAN32
0x76c90000	IMAGEHLP
0x71ad0000	WSOCK32
0x71ab0000	WS2_32
0x71aa0000	WS2HELP
0x10000000	SDL
0x7c340000	MSVCR71
0x00d00000	DevIL
0x66fc0000	freetype6
0x61b80000	zlib1
0x003d0000	glew32
0x00e90000	ILU
0x76390000	IMM32
0x5cd70000	serwvdrv
0x5b0a0000	umdmxfrm
0x5ad70000	uxtheme
0x74720000	MSCTF
0x01b80000	mskoeplg
0x5d090000	COMCTL32
0x7c9c0000	SHELL32
0x77f60000	SHLWAPI
0x77120000	OLEAUT32
0x76c30000	WINTRUST
0x77a80000	CRYPT32
0x77b20000	MSASN1
0x773d0000	comctl32
0x01c60000	saHook
0x755c0000	msctfime
0x69500000	nvoglnt
0x71a50000	mswsock
0x662b0000	hnetcfg
0x71a90000	wshtcpip
0x72d20000	wdmaud
0x72d10000	msacm32
0x77be0000	MSACM32
0x77bd0000	midimap
0x73ee0000	KsUser
0x0e3a0000	AAI
0x59a60000	DBGHELP
Stacktrace:
(0) C:\Program Files\Spring\AI\Bot-libs\AAI.dll [0x0E3BCCA6]
(1) C:\Program Files\Spring\spring.exe [0x005898BE]
(2) C:\Program Files\Spring\spring.exe [0x006EBF32]
(3) C:\Program Files\Spring\spring.exe [0x006022B2]
(4) C:\Program Files\Spring\spring.exe [0x007AB6F5]
(5) C:\Program Files\Spring\spring.exe [0x00779EFB]
(6) C:\Program Files\Spring\spring.exe [0x005BB80E]
(7) C:\Program Files\Spring\spring.exe [0x005DB50C]
(8) C:\Program Files\Spring\spring.exe [0x005DE5EE]
(9) C:\Program Files\Spring\spring.exe [0x00819AA9]
(10) C:\Program Files\Spring\spring.exe [0x00821C68]
(11) C:\Program Files\Spring\spring.exe [0x00822038]
(12) C:\Program Files\Spring\spring.exe [0x00822269]
(13) C:\Program Files\Spring\spring.exe [0x0090F147]
(14) C:\Program Files\Spring\spring.exe [0x00401292]
(15) C:\Program Files\Spring\spring.exe [0x004012DD]
(16) C:\WINDOWS\system32\kernel32.dll(RegisterWaitForInputIdle+0x49) [0x7C816FD7]
Eww this happened when I did removed the loop ¬_¬

edit: wait, it's happening whenever anything attacks anything... WTF?

Edit2: Nevermind, AAI is gay...

However removing the while loop didn't resolve things.
Last edited by Complicated on 18 Oct 2007, 16:54, edited 2 times in total.
tombom
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Post by tombom »

That's an AAI problem I'd imagine.
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Complicated
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Joined: 06 Jun 2007, 18:51

Post by Complicated »

Yeah AAI

The global test seems to don't want to work on my mod, other AI's are fine with it so.. yeah... :/

Problem still exsists, heres the weapon:

Code: Select all

[AK_Chaingun]
	{
	
	name=Medium All Purpose Chain-Gun;
	rendertype=1;		
	lineofsight=1;
	turret=1;
	model=Pellet;
	range=400;
	reloadtime=.06;
	weapontimer=1;
	weaponvelocity=450;
	areaofeffect=5;
	soundstart=Chain-Gun;
	soundhit=;
	tolerance=60;
	
        startsmoke=0;

	explosiongaf=fx;
	explosionart=explode4;

	waterexplosiongaf=fx;
	waterexplosionart=h2oboom1;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplashsm;

	[DAMAGE]
		{
		default=28;
		VTRANS=9;
		L1FIGHTERS=9;
		L2FIGHTERS=9;
		L1BOMBERS=9;
		L2BOMBERS=9;
		GUNSHIPS=9;
		HGUNSHIPS=9;
		VRADAR=9;
		VTOL=9;
		L1SUBS=5;
		L2SUBS=5;
		L3SUBS=5;
		}
	}
yes the target was in it's LOS

edit: Testglobal now works on my mod, creepy AIs ¬_¬
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KDR_11k
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Post by KDR_11k »

May sound stupid but: Did you compile the BOS?
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Complicated
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Joined: 06 Jun 2007, 18:51

FAIL

Post by Complicated »

>_> brb


edit: Now it just doesn't fire at all
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rattle
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Post by rattle »

Maybe you should learn how to do a basic script from scratch first.
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rcdraco
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Joined: 22 Nov 2006, 02:50

yea

Post by rcdraco »

Complicated, give me the script, I'll fix it up, and add a link here when I fix it.
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Complicated
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Joined: 06 Jun 2007, 18:51

Post by Complicated »

It's fine I got it working, I self figured it out, but it's only partically done, the last problem is, is that it barely fires whilest moving, one shot maybe KDR believes it's the aiming on the arms

Code: Select all

[17:41:11] <KDR_11k> It can't turn the limbs because the walk anim moves them around so the turn never finishes?
[17:41:21] <Lohengrin> O.o;
[17:41:31] <Lohengrin> it turns via body
[17:41:46] <Lohengrin> hmm
[17:41:49] <KDR_11k> And some arms
[17:41:56] <Lohengrin> arms up and down really
[17:42:11] <KDR_11k> Yeah but as long as it waits for them to finish it won't shoot
[17:42:21] <Lohengrin> Hmm
[17:42:26] <Lohengrin> And I'd sort this how?
[17:42:52] <KDR_11k> Remove all turns for the arms in the walk anim
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rcdraco
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Joined: 22 Nov 2006, 02:50

yea

Post by rcdraco »

That's why most of us don't use cavedog scripts, they have a lot of junk you don't want. The most I use is headers, which I may just change and use my own.
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